[shaders] vertex = uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; uniform highp mat4 u_normalMatrix; attribute highp vec4 a_vertex; attribute highp vec4 a_normal; attribute highp vec2 a_uvs; varying highp vec3 v_position; varying highp vec3 v_vertex; varying highp vec3 v_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert; v_position = gl_Position.xyz; v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; } fragment = uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor1; uniform mediump vec4 u_diffuseColor2; uniform mediump vec4 u_specularColor; uniform mediump float u_opacity; uniform highp vec3 u_lightPosition; uniform mediump float u_shininess; uniform highp vec3 u_viewPosition; uniform mediump float u_width; uniform bool u_vertical_stripes; uniform lowp float u_lowestPrintableHeight; varying highp vec3 v_position; varying highp vec3 v_vertex; varying highp vec3 v_normal; void main() { mediump vec4 finalColor = vec4(0.0); mediump vec4 diffuseColor = u_vertical_stripes ? (((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) : ((mod(((-v_vertex.x + v_vertex.y + v_vertex.z) * 4.), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2); /* Ambient Component */ finalColor += u_ambientColor; highp vec3 normal = normalize(v_normal); highp vec3 lightDir = normalize(u_lightPosition - v_vertex); /* Diffuse Component */ highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); finalColor += (NdotL * diffuseColor); /* Specular Component */ /* TODO: We should not do specularity for fragments facing away from the light.*/ highp vec3 reflectedLight = reflect(-lightDir, normal); highp vec3 viewVector = normalize(u_viewPosition - v_vertex); highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor; if (v_vertex.y <= u_lowestPrintableHeight) { finalColor.rgb = vec3(1.0, 1.0, 1.0) - finalColor.rgb; } gl_FragColor = finalColor; gl_FragColor.a = u_opacity; } vertex41core = #version 410 uniform highp mat4 u_modelMatrix; uniform highp mat4 u_viewMatrix; uniform highp mat4 u_projectionMatrix; uniform highp mat4 u_normalMatrix; in highp vec4 a_vertex; in highp vec4 a_normal; in highp vec2 a_uvs; out highp vec3 v_position; out highp vec3 v_vertex; out highp vec3 v_normal; void main() { vec4 world_space_vert = u_modelMatrix * a_vertex; gl_Position = u_projectionMatrix * u_viewMatrix * world_space_vert; v_position = gl_Position.xyz; v_vertex = world_space_vert.xyz; v_normal = (u_normalMatrix * normalize(a_normal)).xyz; } fragment41core = #version 410 uniform mediump vec4 u_ambientColor; uniform mediump vec4 u_diffuseColor1; uniform mediump vec4 u_diffuseColor2; uniform mediump vec4 u_specularColor; uniform mediump float u_opacity; uniform highp vec3 u_lightPosition; uniform mediump float u_shininess; uniform highp vec3 u_viewPosition; uniform mediump float u_width; uniform mediump bool u_vertical_stripes; uniform lowp float u_lowestPrintableHeight; in highp vec3 v_position; in highp vec3 v_vertex; in highp vec3 v_normal; out vec4 frag_color; void main() { mediump vec4 finalColor = vec4(0.0); mediump vec4 diffuseColor = u_vertical_stripes ? (((mod(v_vertex.x, u_width) < (u_width / 2.)) ^^ (mod(v_vertex.z, u_width) < (u_width / 2.))) ? u_diffuseColor1 : u_diffuseColor2) : ((mod(((-v_vertex.x + v_vertex.y + v_vertex.z) * 4.), u_width) < (u_width / 2.)) ? u_diffuseColor1 : u_diffuseColor2); /* Ambient Component */ finalColor += u_ambientColor; highp vec3 normal = normalize(v_normal); highp vec3 lightDir = normalize(u_lightPosition - v_vertex); /* Diffuse Component */ highp float NdotL = clamp(abs(dot(normal, lightDir)), 0.0, 1.0); finalColor += (NdotL * diffuseColor); /* Specular Component */ /* TODO: We should not do specularity for fragments facing away from the light.*/ highp vec3 reflectedLight = reflect(-lightDir, normal); highp vec3 viewVector = normalize(u_viewPosition - v_vertex); highp float NdotR = clamp(dot(viewVector, reflectedLight), 0.0, 1.0); finalColor += pow(NdotR, u_shininess) * u_specularColor; frag_color = finalColor; if (v_vertex.y <= u_lowestPrintableHeight) { frag_color.rgb = vec3(1.0, 1.0, 1.0) - frag_color.rgb; } frag_color.a = u_opacity; } [defaults] u_ambientColor = [0.3, 0.3, 0.3, 1.0] u_diffuseColor1 = [1.0, 0.5, 0.5, 1.0] u_diffuseColor2 = [0.5, 0.5, 0.5, 1.0] u_specularColor = [0.4, 0.4, 0.4, 1.0] u_opacity = 1.0 u_shininess = 20.0 u_width = 5.0 u_vertical_stripes = 0 u_lowestPrintableHeight = 0.0 [bindings] u_modelMatrix = model_matrix u_viewMatrix = view_matrix u_projectionMatrix = projection_matrix u_normalMatrix = normal_matrix u_viewPosition = view_position u_lightPosition = light_0_position u_diffuseColor1 = diffuse_color u_diffuseColor2 = diffuse_color_2 [attributes] a_vertex = vertex a_normal = normal